Toro Combat RP Guide
Hello hello! Lego Overlord and GM-C here to help introduce y’all to roleplaying combat. With villains, Team Noir, and Pixelmon, your character will probably encounter a fight. They might know how to defend themselves, might not; however, understanding the OOC mechanics behind combat roleplay will help make the combat more fluid, fair, and fun for everyone!
Before I begin, I would like to touch on two subjects important to all RP. First, though Toro doesn’t use a formal turn-based system, we want to emphasize that all roleplay, involves taking turns. Secondly, proper OOC communication between players is critical to ensuring a successful roleplay. Basically, be patient and friendly!
First, there are two types of combat roleplay: logic-based and roll-based. In logic-based combat the outcome of actions is determined based on the action taken, the current situation, and the skills of all characters involved. The players then determine the most reasonable outcome. In roll-based combat, outcome is decided by a twenty sided die. In Toro, we have a custom roll plugin outlined in Snow’s Roll Guide. MAKE SURE TO READ THAT GUIDE! Generally, after an action is taken, all involved parties will roll with an appropriate stat. The character who’s player rolled the highest will have the favorable outcome. Typically, the defending player will then state the specific outcome of the action if rolls are used. On Toro, we heavily prefer logic-based combat roleplay.
Next, we’ll briefly discuss a very important topic: powergaming. Powergaming is roleplaying in such a manner that your character cannot lose. That is to say, your character's power levels are not over 9000. This is especially frustrating in combat RPs, so take care to avoid it.
Now, let’s talk about how to proceed through combat. Combat RP is done “in turns”, where participants swap taking action against each other. To note, Toro doesn’t employ a formal turn-based system, but they’re a great tool for teaching purposes. Simply put, there are three steps to every turn. Act, React, Resolve.
- Act - The initial action taken by one character against another.
- React - The direct response taken by the target of the act step.
- Resolve - The action the target takes against the initial act-er.
Act
The action one character takes against another. This is generally an offensive move. It is dependent on situation, but not on action. For example, a character cannot throw a punch at another character if they are far away.
To avoid powergaming, always attempt an action. Do not state that your character has succeeded. There is a difference between, “Tom aims a punch at Reaper, trying to hit his face” and “Tom punches Reaper in the face”. The second emote is automatically in Tom’s favor and is therefore powergaming because Reaper was not given a chance to react.
React
The target’s response to the action. This is generally a defensive move, such as dodging, bracing, or just taking the hit. This is dependent on the action taken and the situation your character is in.
To avoid powergaming, your reaction should be reasonable within the context of the situation, and make sure you’re willing for your character to lose. For example, if your character is pinned, they likely couldn’t dodge an attack. Even unhindered, it’s unreasonable that they would avoid every attack.
Resolve
After your character has reacted, it is now their turn to return fire!~ The resolve stage of the previous turn serves as the act stage of the current turn. Typically, resolving is done in the same emote as the react step. This is dependent on the situation your character was left in after they reacted. This is basically another act stage, so the same rules for powergaming apply!
Once the Combat RP begins, those three steps are repeated until a conclusion is reached. I’ve typed out a sample RP. I’ve explicitly stated turns here, but such things aren’t actually present. Remember, the resolve of the previous turn is the act of the current turn.
- Turn 1:
- Act: Reaper Z throws a shadow ball at Tom.
React: Tom dodges the shadow ball.
- Resolve: Tom stabs at Reaper Z
React: Reaper Z’s arm is cut by the sword.
- Resolve: Reaper Z teleports behind Tom tries to tackle him.
React: Tom turns and lunges towards Reaper Z.
- Resolve: Tom leans in for a passionate kiss.
React: Reaper Z closes his eyes and whispers, "S-simpie."
- Act: Reaper Z throws a shadow ball at Tom.
- Reaper Z throws a shadow ball at Tom.
Tom dodges the shadow ball and stabs at Reaper Z.
Reaper Z’s arm is cut by the sword. He teleports behind Tom and tries to tackle him.
Tom turns and lunges towards Reaper Z, leaning in for a passionate kiss.
Reaper Z closes his eyes and whispers, “S-Simpie.”
Tom: ((Whelp. That happened.))
Reaper Z: ((Sorry Autom, Reaper T OTP)).
Lastly, don’t forget to be creative! Have your character use their environment, or mix and match abilities. Toro is pretty free range, and thinking outside the box will not only make an RP more fun OOCly, but it might just give your character the edge!
That’s all the basics of RP fighting! If you’re looking for a TL;DR here it is!
- - Take turns
- Communicate OOCly
- Don’t powergame
- Limit rolls
- Act, React, Resolve
- Be creative